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This has been suggested so many times, and it is (no offence) a pretty bad idea when you think about it. No doubt you have no idea what King Hardcore is? It's Alternativa's (Tanki's parent company's) game, and some people literally say a peek of the game play and commented that one of the devs was playing Fortnite in a V-LOG. That's how closely they copied Fortnite. Why would we want to make Tanki "Fortnite with Tanks!"? Tanki is Tanki, not Fortnite. 

As Aigaion said,

 

If I had a dime for every time I saw this submitted. 

Not quite a dime, but if we got a dollar every time this was submitted I could get a full M4 garage at Brigadier.

 

 

Here comes army of FPS and PING lag....

And that army will be crushed by an army of Shaft/Hornets  :ph34r:

Edited by Initiate
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Ok, you guys might think this is a bad idea, but i have talked to many mods about a battle royale in tanki. They actually want this to be implemented. No question there will be fps and ping issues, which is why they don't have to include this mode in TO. Just like Tanki X is a separate thing on its own, the developers can make TO Battle Royale on its own. And no, its not necessarily copying Fortnite, but i would love the developers to make this in the most "tanki" way possible.

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Ok, you guys might think this is a bad idea, but i have talked to many mods about a battle royale in tanki. They actually want this to be implemented. No question there will be fps and ping issues, which is why they don't have to include this mode in TO. Just like Tanki X is a separate thing on its own, the developers can make TO Battle Royale on its own. And no, its not necessarily copying Fortnite, but i would love the developers to make this in the most "tanki" way possible.

But it is copying fortnite -_- Tbh I've never played Fortnite and I've watched one YT video about it (sounds boring) and I don't want TO to become like that.

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Juggernaut's weaknesses:

 

I have noticed that the juggernaut tank has quite a few weaknesses. Those weaknesses does not come from other turrets in Tanki Online but clearly comes due to the fact the juggernaut does not have enough armor.

 

Let me explain further. Juggernaut also have a new enemy on its back. That is the Gauss turret. Also Freeze and Striker are the main enemies that causes tankslaughter for juggernaut players. I am not complaining about the balance of any other turrets because they are all perfectly well balanced.

 

To overcome this problem, developers must buff up the armor of juggernaut. The only problem here is that developers keep on refusing to buff up juggernaut's armor so that it has enough HP health capacity to survive ultra powerful blasts against it.

 

There is no point at all for having a juggernaut tank if this boss tank gets destroyed almost right away when players take juggernaut in their own hands.

 

I also want to point out that juggernaut's railguns does not deal enough damage. I have noticed that Titans and Mammoths often equip double armor and double damage at the same time. Juggernaut's railguns needs to be fired around 3 to 4 times to make a Titan or Mammoth kill. That is too much, so doubling the damage level of juggernaut's railguns would solve that problem.

 

For juggernaut's strikers, first, it needs to be able to fire a total of 8 rockets at once instead of 6. That would just add a little more firepower damage from juggernauts strikers, which are a little underpowered as of now. To further improve the situation with juggernaut's strikers, it must have its aiming salvo lock on mode load faster to make sure than runaway wasps and hornets don't manage to hide behind walls or buildings.

 

I also want to point out that developers did not really think straight about proper planning when releasing juggernaut. One foreseeable common problem is also that most maps are too small and too cramped with obstacles that makes it nearly impossible for juggerant to continuously run away from enemies because juggernaut keeps crashing into obstacles such as corners, dips, hills, walls and buildings.

 

My suggestion is for developers to create a brand new map that is fully flat like the Desert map. This map would have to be about the same size of the Desert map and only contain a few obstacles. Even the Desert map has too many obstacles which causes juggernaut players to get stuck into.

 

When all those problems and weaknesses of juggernaut that I have explained above are fixed, the juggernaut game mode would become a lot more fun and enjoyable for all players to use.

 

Also the juggernaut mode must be added to pro battles. I have mentioned about this quite a few times. This would open up many customization opportunities for pro battle players to customize juggernaut's settings before entering battles. Also, playing long juggernaut battles are fun, lots of fun because you get to destroy waves of enemies before reaching the end of battle. Overall, that makes juggernaut gameplay much more interesting and challenging to all players.

 

Juggernaut is also missing a protection shield which is similar to Titan, but moves along with the juggernaut tank when driving. The juggernaut shield behaves in a completely different way than Titan's shield dome overdrive. Please read my post here: http://en.tankiforum.com/index.php?showtopic=374477

 

This juggernaut shield must be added to the juggernaut tank in a future update. I expect this update to be available as soon as possible.

 

Juggernaut's overdrive must be capable of pushing enemies when at a further distance than as current. The overdrive must be able to push and flip enemy tanks at a further radius. I say approximately 20 meters would be fine. That would keep Freezes that keeps slowing down juggernaut players are bay.

 

Please accept and make all the necessary juggernaut changes as I have written in this post and the link to my other suggestion I gave you above.

 

Thank you.

Topic Merged

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Hey! this is where you should have posted your ideas regarding Game modes in the first place, nevertheless you made a separate topic which is fine, Once a topic is inactive for around 3-4 days its moved to its respective category,

 

Hope that answered your question.

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Now, I guess it's more easy to implement a battle royal mode, which i'd love to play much, because the "zone" gonna be working as the overdrive of titan, but with a tweak, people outside that zone will lose health, and people inside won't get health, and it's going to be 7 mins game, so any big maps would do it, since the zone will start to shrink slightly, and it's gonna be like 20 players and each have 3 lives, but the whole idea behind battle royal is that all spawn without anything then they start to get equipment, and this would be a little bit complicated if tanki wanna add it. 

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Yeah this would be awesome! But this would not work with current Tanki because the maps are too small, symmetrical and there would be nothing like picking up turrets.Then it wont be much fun! As suggested by @Hate there will be so much lag. PUBG Steam has 3,236,027 all-time peak player s and 375,455 players were playing just 13 hours before this post but still players have to wait 1-2 minute for average. And if you think this for Tanki, just cant imagine! Tanki have so less players and they would need to wait for almost an hour to get in the battle! And with all these problems to overcome, the developers will never implement it! I would love to play it if it will be implemented!  ;)

Edited by Tankifight

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My idea (but probably not the first to think this) is Mouse. One player is the Mouse and the other team have to kill said Mouse, Mouse's team have to protect the Mouse. Mouse can only be identified by a special paint or icon. The player who kills the Mouse becomes the Mouse - and must run. Winning team is the team who had the longest living Mice.

 

Or how about idea 2... Mole. A TDM mode but one player in each team can damage/kill his team. Hunt the Mole, protect yourself from the other team, don't get caught as the Mole! Note that idea 2 is just for laughs :D

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My idea (but probably not the first to think this) is Mouse. One player is the Mouse and the other team have to kill said Mouse, Mouse's team have to protect the Mouse. Mouse can only be identified by a special paint or icon. The player who kills the Mouse becomes the Mouse - and must run. Winning team is the team who had the longest living Mice.

That's just Juggernaut with extra steps. 

 

Or how about idea 2... Mole. A TDM mode but one player in each team can damage/kill his team. Hunt the Mole, protect yourself from the other team, don't get caught as the Mole! Note that idea 2 is just for laughs :D

Incentivising teammate-killing is not a good idea. I'm sure a select few would enjoy it though.

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GVj1SOT.png

Have a brilliant idea for a new game mode? Post it here!

Though the developers aren't currently accepting game mode ideas, as they have plenty of their own, feel free to share yours! The more details you have, the better. Images? Sketches? Comparisons? Share it all!

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My idea is a mode where there are no drugs. For example, no one can use their own supplies and can not pick a falling supply. Only gold boxes and micro upgrades included.

You can always create your own Pro Battle and decide the settings

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My idea... 

 

Game Mode - Doggy Pile

 

This mode will be, in effect, basically DM Rugby. Playing style will be similar to Juggernaut, but instead of everyone trying to kill the Jugger to become the next Jugger, tankers will try to kill the player that is currently holding the ball. The player with the ball will try to score a goal by not driving through a checkpoint, but by throwing it into a goal. 

 

EDIT: this is a rough draft, feel free to change some things... Let me hear everyone's thoughts.

Edited by pythor20000
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Hello everybody. I have another, yet cool idea for a game mode. This idea that I have in mind is based on the Star War lasers, but I will explain how this idea is supposed to work below. The death lasers are similar to the mechanics on control points, but behave in a totally different way.

 

How the death lasers game mode works:

 

This is rather complicated to explain. Sorry if I make mistakes, but I will try my very best to thoroughly explain on how this new game mode mechanic works. The death lasers would be a prop that has a bar that is 10 meters in length. Depending on the size of the map, one or more death laser point bases would be required. The lasers would function by having one or more tanks on either holding the laser points. The death laser point would charge deadly energy that would destroy all enemies on the enemy team base when reaching 100%. Let me give you a clearer example to make this more understandable. Suppose that one or more players, on the blue team holds the death laser. When the death laser reaches 100% charge, all the enemies on the red team would be destroyed simultaneously. Vice versa, the red team would do the same by holding the death laser, charging it to 100% and the whole enemy blue team players would all be destroyed at the same time. The only way to stop or slow down the charging time on either side of the death laser would consist both the blue and red team players to hold the death laser down. For example, if one player on the red and one on the blue team both holds the death laser together, the death laser would stop charging either way, just like control points do when there is a perfect balance of two players on each team holding the control point. The same mechanic would work for the death laser. If 2 vs 1 players on each team holds the death laser points, the charge would be up more slowly. Common sense.

 

Amount of players destroyed per death laser:

 

On small maps which have only one death laser, the death laser base would destroy all players on the opposing team when reaching 100% charge. For slightly bigger maps that have two death lasers located on them, each of the death lasers would destroy 50% of the players on the opposing team. The reason for less kills is to keep game balance at bay, without ruining it. Medium maps that have 3 death lasers, would destroy 33% of players on the opposing team when charged to 100%. Finally, for large maps which have four death laser bases, each of the death lasers would destroy 25% of enemies on the opposing team when reaching 100% charge.

 

Matchmaking and pro battles:

 

The death lasers game mode would be available to both matchmaking and pro battles.

 

Visual representation of the death laser bar:

 

I have created a rough visual representation of the death laser bar to illustrate on how this type of base is supposed to look like. The representation is not the final look, but gives an insight on what I am trying to describe for developers to better understand what I am requesting for such a game mode.

 

Death-Laser-Bar.png

 

HBW1904-Crossed-Light-Swords-496816984-1

 

A new gameplay mechanic:

 

If this game mode is implemented, players would surely like the new gameplay mechanics and being able to zap their enemy teams to death. Please note that the more death lasers a map has, the less the number of enemies each individual death lasers base would destroy. Please read above.

 

Team battle mode:

 

This type of battle mode would only be a team mode, not solo mode.

 

Game balance and battle fund:

 

The game balance and battle fund will not be affected in any way. Developers would need to find the right balance between battle points, crystals earned and experience points gained per team destruction. Since this battle mode consists of destroying multiple enemy tanks at once, it would probably be feasible and suitable for developers to lower points, crystals and experience gained for this mode to avoid overpowering of crystals and points. Please note that I am not deciding any change in rewards or points. Developers can decide for themselves on the game balance and the number of crystals, points and experience points gained for this particular game mode.

 

=================================================================================

 

That is all I have to say for this idea. Thanks for reading it. Please do not merge this post with any of my other posts, nor posts written by other players. Good luck and happy wishes that this game mode gets implemented into Tanki Online someday.

 

Many thanks.

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So, the objective of the game is to charge the laser in order to make it destroy all the enemy players once? And then repeat the process? Is this basically like TDM (team with most kills wins) but with an additional mechanic of these "death lasers" as a secondary objective?

 

If you want to make the lasers a primary objective, you could make it so that the winner is either the team with most laser activations, or most laser kills. But to be honest, a lot more factors need to be addressed in order to make this idea viable.

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Yes, that's absolutely correct. The objective of this game mode is to destroy all enemies at once. That depends on how many death lasers there are on each map. This is a team mode battle, but since it has death lasers on each map, it is not quite the same as TDM. TDM is only a battle where you kill enemies by shooting at them, rather than charging a death laser to kill your enemies at once.

 

The death lasers consists of a base which have death lasers positioned horizontally which points a line to players within its range just like control points do. The only difference is that when the charging reaches 100%, for either teams, the enemy team would get destroyed.

 

So:

 

1. Blue team with 100% charge destroys red team which has 0% charge.

 

2. Red team with 100% charge destroys blue team which has 0% charge.

 

You are right. The death lasers for this game mode are the primary objective, just like with control points. At the bottom of the screen, players would see an onscreen indicator of the red and blue team death lasers. Each time either teams charges their lasers to 100%, the bottom hud would mark a score, for example (Blue 1: Red 0), for the team that scores the death laser kill.

 

Multiple death lasers on each map:

 

I have already mentioned above that maps which have more than one death laser, would make less kills, just to avoid disturbing game balance or impact the game's economy due to too many kills on larger maps. Let me explain further:

 

1. Small maps; 1 death laser = 100% of enemies killed. (The whole enemy team is destroyed).

 

2. Small-medium maps; 2 death lasers = 50% of enemies killed. (Half of the enemy team is destroyed).

 

3. Medium maps; 3 death lasers = 33% of enemies killed. (One third of the enemy team is destroyed).

 

4. Large maps; 4 death lasers = 25% of enemies killed. (One quarter of the enemy team is destroyed).

 

The death lasers battle mode would be available for matchmaking battles and pro battles. For this mode to work well with matchmaking battles, all the matchmaking maps must be available in all different sized, and chosen randomly when selecting the death lasers game mode.

 

Abbreviation:

 

The "Death Lasers" game mode would need to be abbreviated to DLS.

 

Daily missions:

 

I have forgotten to suggest to add this "Death Lasers" (DLS) game mode to daily missions. Sorry about that. Yes, of course, to encourage players to use and participate in Death Lasers matchmaking battles, players would be required to complete daily missions for the Death Lasers battle mode. Let me give you some ideas for what kind of suitable missions players could compete in Death Lasers missions:

 

1. Charge up 10 Death Lasers to 100%.

 

2. Destroy 100 enemies simultaneously in Death Lasers missions.

 

3. Prevent your enemy from destroying your team for 10 seconds.

 

4. Play on any matchmaking maps which have more than one death laser.

 

The above are very good examples on which type of daily missions developers could add. Yet, again, I am not forcing developers to add any of the missions mentioned above. Developers could create missions of their choice, as well as other players getting really good ideas for what missions to include.

 

I have a very strong feeling that players will like and join this game mode very much. Players could very well make this game mode very popular like CTF or CP mode battles. Also, this game mode will attract and encourage entirely new players to create new Tanki Online accounts and get started, and ready to play. The Death Lasers battle mode should be unlocked at later ranks.

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You didn't consider the consequenses of destroying the enemy team. If the objective is to charge the laser multiple times every round, then let's say blue team charges the laser, scores a point and destroys the red team. Then, while the red team is still respawning, Blue will start to charge the laser again, giving them an initial advantage and making it hard (i.e. almost impossible) for Red to make a comeback. You need to rethink how this will work in order to be balanced.

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OK. I will reconsider my idea here. The objective of this battle mode is to charge the death laser. For example, if the blue team charges the death laser to 100%, then the red team is destroyed and respawns. By the time the red team spawns and gets to grab the laser to stop the blue team from killing the red team, that leaves enough time for the red team to get to the laser so that the red team can charge it up or slow its recharge time if more of the blue team are holding it. That goes the same way for the red team versus the blue team.

 

To make the consequences balanced, developers would need to choose an appropriate recharge time to the death lasers to make sure that both teams after being destroyed can drive towards the death laser and grab them in time to avoid being destroyed two or more times in a row.

 

Depedning on the size of maps, developers would need to place the death laser bases in suitable areas of each maps to make this battle mode balanced as well. The distance between spawn points and the death lasers would need to be calculated by developers to be adequate for each hull. This would depend on how long each hull would take to get to the lasers. Considering everything is required. Time to get to the death lasers, death lasers recharge time, speed of each hull and time to respawn are all taken into consideration to make the game mode balanced.

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